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321 lines
11 KiB
Kotlin
321 lines
11 KiB
Kotlin
package com.last.commit
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import GameState
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import com.badlogic.gdx.Gdx
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import com.badlogic.gdx.Input.Keys
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import com.badlogic.gdx.InputProcessor
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import com.badlogic.gdx.Screen
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import com.badlogic.gdx.graphics.Color
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import com.badlogic.gdx.graphics.GL20
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import com.badlogic.gdx.graphics.OrthographicCamera
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import com.badlogic.gdx.graphics.Texture
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import com.badlogic.gdx.graphics.g2d.SpriteBatch
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import com.badlogic.gdx.graphics.g2d.TextureRegion
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import com.badlogic.gdx.graphics.glutils.ShapeRenderer
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import com.badlogic.gdx.math.MathUtils
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import com.badlogic.gdx.math.Vector2
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import com.badlogic.gdx.math.Vector3
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import com.badlogic.gdx.utils.Json
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import com.last.commit.config.ActionCommand
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import com.last.commit.config.GameConfig
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import com.last.commit.map.Interactable
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import com.last.commit.map.TimeMap
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import com.last.commit.stages.InventoryStage
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import com.last.commit.audio.GameSoundEffect
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import com.last.commit.audio.GameMusic
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import kotlin.math.floor
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/** First screen of the application. Displayed after the application is created. */
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class FirstScreen(val gameState: GameState) : Screen, InputProcessor {
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val viewportSize = 800f
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private var delta = 0f
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private var isColliding = false
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val state = ColorState()
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val batch = SpriteBatch()
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val camera = OrthographicCamera(viewportSize, viewportSize)
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lateinit var map: TimeMap // = TimeMap("tiled/base.tmx")
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val playerTexture = Texture("sprites/characters.png")
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val player = Player(TextureRegion(playerTexture, 300, 44, 35, 43), gameState)
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var shapeRenderer = ShapeRenderer()
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val highlightColor = Color(0f, 0f, 1f, 0.5f)
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lateinit var inventoryStage: InventoryStage
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override fun show() {
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// Prepare your screen here.
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val gameConfig = this.loadGameConfig()
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val randomMap = gameConfig.getRandomMap()
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map = TimeMap(randomMap, gameState)
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handleRatioChange()
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this.spawnPlayer()
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this.updateCamera()
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player.addItemToInventory("drill")
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inventoryStage = InventoryStage("sprites/genericItems_spritesheet_colored", gameState.inventory)
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shapeRenderer.setAutoShapeType(true)
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Gdx.input.setInputProcessor(this)
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gameState.soundEngine.play(GameMusic.WORLD_MUSIC, 0.5f)
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}
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fun loadGameConfig(): GameConfig {
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val jsonFileHandle = Gdx.files.local("config.json")
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val json = Json()
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return json.fromJson(GameConfig::class.java, jsonFileHandle)
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}
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override fun render(delta: Float) {
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this.delta = delta
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// state.step((delta * 1000).toLong())
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// Draw your screen here. "delta" is the time since last render in seconds.
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Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT)
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Gdx.gl.glClearColor(state.red, state.green, state.blue, 1f)
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handleInput()
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handleMapBorderCollision()
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val mousePosition: Vector2 = getMousePosition()
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player.lookAt(mousePosition)
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val interactables = map.getInteractablesAt(player.getAbsoluteDirection())
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batch.projectionMatrix = camera.combined
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batch.begin()
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this.map.render(batch, camera, delta)
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this.player.render(batch)
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batch.end()
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// TODO: auslagern in sperate Methode
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renderInteractables(interactables)
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inventoryStage.draw()
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}
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fun renderInteractables(interactables: List<Interactable>) {
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Gdx.gl.glEnable(GL20.GL_BLEND)
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Gdx.gl.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA)
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shapeRenderer.setProjectionMatrix(this.camera.combined)
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shapeRenderer.setColor(highlightColor)
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shapeRenderer.begin(ShapeRenderer.ShapeType.Filled)
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for (interactable in interactables) {
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shapeRenderer.rect(
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interactable.getCollider().x,
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interactable.getCollider().y,
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interactable.getCollider().width,
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interactable.getCollider().height
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)
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}
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shapeRenderer.end()
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Gdx.gl.glDisable(GL20.GL_BLEND)
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}
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private fun getMousePosition(): Vector2 {
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val unprojectedMousePosition =
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camera.unproject(Vector3(Gdx.input.x.toFloat(), Gdx.input.y.toFloat(), 0f))
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return Vector2(unprojectedMousePosition.x, unprojectedMousePosition.y)
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}
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private fun handleMapBorderCollision() {
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val mapWidth: Int = map.width
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val mapHeight: Int = map.height
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val playerSize: Float = player.getSize()
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val playerX: Float = MathUtils.clamp(this.player.getX(), 0f, mapWidth - playerSize)
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val playerY: Float = MathUtils.clamp(this.player.getY(), 0f, mapHeight - playerSize)
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this.player.setPosition(playerX, playerY)
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}
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private fun handleInput() {
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val horizontalMovement = Vector2()
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if (Gdx.input.isKeyPressed(Keys.A) || Gdx.input.isKeyPressed(Keys.LEFT)) {
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horizontalMovement.sub(Vector2.X)
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}
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if (Gdx.input.isKeyPressed(Keys.D) || Gdx.input.isKeyPressed(Keys.RIGHT)) {
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horizontalMovement.add(Vector2.X)
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}
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this.player.move(horizontalMovement, delta)
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checkCollision()
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if (this.isColliding) {
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horizontalMovement.rotateDeg(180f)
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this.player.move(horizontalMovement, delta)
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}
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val verticalMovement = Vector2()
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if (Gdx.input.isKeyPressed(Keys.W) || Gdx.input.isKeyPressed(Keys.UP)) {
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verticalMovement.add(Vector2.Y)
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}
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if (Gdx.input.isKeyPressed(Keys.S) || Gdx.input.isKeyPressed(Keys.DOWN)) {
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verticalMovement.sub(Vector2.Y)
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}
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this.player.move(verticalMovement, delta)
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checkCollision()
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if (this.isColliding) {
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verticalMovement.rotateDeg(180f)
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this.player.move(verticalMovement, delta)
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}
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val hasMoved = !horizontalMovement.isZero || !verticalMovement.isZero
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if (hasMoved) {
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updateCamera()
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}
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}
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private fun spawnPlayer() {
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val playerSpawn: Vector2 = map.getPlayerSpawn()
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this.player.position = playerSpawn
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}
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private fun checkCollision() {
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this.isColliding = map.isCollidingWith(player)
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}
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fun updateCamera() {
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val cX: Float
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val cY: Float
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val halfScreenWidth = camera.viewportWidth / 2
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val halfScreenHeight = camera.viewportHeight / 2
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val playerXPosition: Float = this.player.getX()
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val playerYPosition: Float = this.player.getY()
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val mapWidth: Int = map.width
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val mapHeight: Int = map.height
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cX = if (playerXPosition < halfScreenWidth) {
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halfScreenWidth
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} else if (playerXPosition > mapWidth - halfScreenWidth) {
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mapWidth - halfScreenWidth
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} else {
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playerXPosition
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}
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cY = if (playerYPosition < halfScreenHeight) {
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halfScreenHeight
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} else if (playerYPosition > mapHeight - halfScreenHeight) {
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mapHeight - halfScreenHeight
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} else {
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playerYPosition
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}
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camera.position[cX, cY] = 0f
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camera.update()
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}
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override fun resize(width: Int, height: Int) {
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// Resize your screen here. The parameters represent the new window size.
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inventoryStage.resize(width, height)
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handleRatioChange()
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}
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fun handleRatioChange() {
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val height = Gdx.graphics.height
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val width = Gdx.graphics.width
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val wRatio = width.toFloat() / height.toFloat()
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val hRatio = height.toFloat() / width.toFloat()
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if (wRatio < 1) {
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camera.viewportWidth = viewportSize * wRatio
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camera.viewportHeight = viewportSize
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} else {
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camera.viewportHeight = viewportSize * hRatio
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camera.viewportWidth = viewportSize
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}
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updateCamera()
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}
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override fun pause() {
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// Invoked when your application is paused.
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}
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override fun resume() {
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// Invoked when your application is resumed after pause.
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}
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override fun hide() {
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// This method is called when another screen replaces this one.
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}
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override fun dispose() {
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// Destroy screen's assets here.
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batch.dispose()
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shapeRenderer.dispose()
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}
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override fun keyDown(keycode: Int): Boolean {
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// TODO: Auto-generated method stub
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return false
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}
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override fun keyUp(keycode: Int): Boolean {
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if (gameState.settings.getAction(keycode) == ActionCommand.OPEN_MENU) {
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Gdx.app.exit()
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}
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return false
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}
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override fun keyTyped(character: Char): Boolean {
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val characterUpperCase = character.uppercase()
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val characterKey = Keys.valueOf(characterUpperCase)
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if (gameState.settings.getAction(characterKey) == ActionCommand.INTERACT) {
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openDoor()
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} else if (gameState.settings.getAction(characterKey) == ActionCommand.TIME_TRAVEL) {
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map.teleport(player)
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} else if (gameState.settings.getAction(characterKey) == ActionCommand.OPEN_INVENTORY) {
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inventoryStage.visible = !inventoryStage.visible
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} else if (character == 'p') {
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gameState.inventory.add("compass")
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inventoryStage.refresh()
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}
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return false
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}
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override fun touchDown(screenX: Int, screenY: Int, pointer: Int, button: Int): Boolean {
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val mouseCoordinates: Vector2 = toWorldCoordinates(screenX.toFloat(), screenY.toFloat())
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println("Mouse World coordinates is ${mouseCoordinates.x}:${mouseCoordinates.y}")
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val playerDirection: Vector2 = player.getAbsoluteDirection()
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println("Player interactor is ${playerDirection.x}:${playerDirection.y}")
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map.interactWith(playerDirection.x, playerDirection.y, player.getCollider())
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// TODO Auto-generated method stub
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return false
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}
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fun openDoor() {
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println("Attempt to toggle door")
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val playerDirection: Vector2 = player.getAbsoluteDirection()
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println("Player interactor is ${playerDirection.x}:${playerDirection.y}")
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map.interactWith(playerDirection.x, playerDirection.y, player.getCollider())
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}
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fun toWorldCoordinates(x: Float, y: Float): Vector2 {
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val mouseInWorldPosition = camera.unproject(Vector3(x, y, 0f))
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return Vector2(
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floor(mouseInWorldPosition.x.toDouble() / this.map.getTileWidth()).toFloat(),
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floor(mouseInWorldPosition.y.toDouble() / this.map.getTileHeight()).toFloat()
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)
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}
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override fun touchUp(screenX: Int, screenY: Int, pointer: Int, button: Int): Boolean {
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// TODO: ("Not yet implemented")
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return false
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}
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override fun touchDragged(screenX: Int, screenY: Int, pointer: Int): Boolean {
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// TODO: ("Not yet implemented")
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return false
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}
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override fun mouseMoved(screenX: Int, screenY: Int): Boolean {
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// TODO: "Not yet implemented"
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return false
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}
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override fun scrolled(amountX: Float, amountY: Float): Boolean {
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// TODO: Not yet implemented
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return false
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}
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}
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